pixel this logo.jpg

Pixel This!

 Pixel This!

I was the principal designer in this novel gaming experience which works with cutting edge ai technology; generating pixel based images from text prompts that users then have to guess. Basically Pictionary, but with the ai being the artist!

As featured in articles such as:

https://www.digitaltrends.com/gaming/voyage-nick-walton-interview/

https://www.theverge.com/2021/12/19/22836418/latitude-ai-dungeon-voyage-ai-powered-game-platform-launch

 
 

The Objective

I joined this project after an initial hackathon version of it was created.
The company was launching a gaming platform and we were to include this game as a pilot experience for the platform. The goal was to help generate interest in the new platform and revenue for future projects.
My responsibilities for this project included:

  • create wireframes

  • incorporate specified features into the designs

  • design logo and home screen

  • create hi-fidelity prototypes

  • create typefaces for gameplay screens

  • source attribute music and sound bytes for every screen and button click

  • deliver exported assets to the development team and manage them in all design-related concerns

Creating Wireframes & Prototypes

Starting with the layout and designs from the initial hackathon project, I created simple wireframes incorporating new features that we wanted to see in a minimum viable product (MVP). This stage was important in helping me work out design details with the team, before before developing high fidelity prototypes.

In order to create high quality pixel art assets for each element of the game, I had researched and learned about new software such as Aseprite and Tiled. Learning and working with these programs on the fly was a lot of fun! These pixel-based designs would then be used by the developers to create the final product.

Each design was crafted based on research on usability tests from the hackathon, game design principles, and universal principles of design. After consulting with the team of developers, game director and fellow designers, we went through a number of iterations until we came to the final designs which served the expectations of our MVP.

 

Designing Logo & Home screen

 

After researching retro and modern pixel-based video game layouts and UX elements, I created the logo and title screen for the game.

 
 

Just like every aspect of the design and development process, we had gone through a few iterations of the designs before we came to one that met all of our needs.

When it came to the home screen, I had previously tried designs which showcased ai generated art in the background, and logos which featured a paintbrush to showcase the art aspect of the game. In the end, we found it was too cluttered and chaotic, we opted for a more simplistic design that focused on really clear and reoccurring colours to direct attention and assist in accessibility.

 

Typeface and Sound Design

During this project I learned how to design and produce fonts, thus generating an alien-looking as well as pixel-based typeface that are used in the gameplay screens.

 

I also sourced out and attributed music and sound effects for every screen and button in the game in order to curate a full auditory experience, all while working within a tight deadline.

 

Export & Oversee

Focusing on user friendly and intuitive design was a high priority for each step of the design process. Even after I exported the assets and delivered them to the developers, I worked closely with them to ensure every screen was developed to be easily navigated and consistent. Focusing on what was most important for gameplay while maintaining coherent user flow.

 

While we encountered a number of hurdles and delays to the development process, our team was dedicated and we made a concerted effort to push through all obstacles that arose. After many full days and late nights we were finally able to create the MVP in time for launch. Users were excited to play and test the product. We received very useful feedback. Shortcomings were mostly where we expected them to be. And most importantly, the final product helped increase sales for the gaming platform we launched as desired.

If I were to revisit this project, I would like to iron out some of the design details that couldn’t be addressed for an MVP. I would have fun working with the feedback we got to design and refine new features, making the game more compelling for users.